Oh, no worries.
DD is just such a slog with no variety. Maybe, as a result, I wonder, Why are we here? more. Fighting these beastmen won't free these cities for the five races to return. Defeating them won't free Lion from her dreams. Dynamis without Diabolos and no reason is beyond the pale. It is just a treasure hunt offered by a Goblin that we try to kill, but he doesn't hold a grudge and will still upgrade armor for us. At least pixies stopped randomly curing us if we killed too many of them.
I have similar complaints about Omen, in that it makes no sense whatsoever that an army of Caturae have ascended the island and a canteen of Phoenix juice somehow lets us wreck one, once per day. Or three in a row, if more convenient.
Defeating them doesn't offer us anything in line with Phoenix, its resurrection, the Caturae themselves, or an explanation of what Caturae even are.
I'm pretty sure I've tried to rationalize strange one-off content, connect the dots or otherwise chatter at length when they appear--which is more often now, than ever.
Just going from the list of endgame links at BGwiki: Skirmish, Delve, Incursion, Vagary and Sinister Reign all had varying degrees of story leading up to, surrounding, or at least hinted at by NPCs.
Then we get things like Escha, that gradually make less and less sense, as though the Development Team lost their Brady Guide of Game Plot.
Escha Zitah... Location makes sense. Why, in a Deadzone devoid of color, we have collections of same family colored beasties boggles my mind. Why some, but not all, Unity NMs spawn there is super, super weird. Random NM jewelweeds? Treasure boxes that don't contain tier 1 pop items? And lastly, why is it only here that sometimes defeating a Geas Fete NM results in a surprise bonus NM?
Escha Ru'an... Okay, I'm following the location progression. Original Deadzone concerns still unanswered. New questions arise like, why are there Sea and Abyssea mobs here? Flying pigs? Boxes of Boyahda moss?
Then comes Reisenjima, out of left field. Literally, just a field. No town, but we get Goblins that can convert XP into any lockstyle piece we could ever want. And Aeonics, which make sense since this is the special place where we ascend to godhood, but make less sense since the only way to make them is by defeating the monsters coming from the CoD. So, prior to the CoD's arrival, did Temprix have anything to do there?
And one of the common things across all Escha zones holds my greatest logic-frustrations--Domain Invasion. "Look out everyone! A Wyrm is here that we must beat back... Or else it will... Stand stationary... In a secluded part of the zone... And not attack anyone or even allow itself to be moved a foot... Before it just leaves after 30min of nothing." Anyone remember Guivre? Domain Invasion is not that.
So back to the point, which I'm sure some were concerned I might not have, I feel like what the Team is calling content now is just bigger Ambuscade. A NPC that grants entry to an instanced place with sub-minimal explanation, for loot that makes sense only in that it is rehashed in the order that the original stuff was visually introduced to us.
There is no depth. The plot is as shallow as my open inventory.